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Data Combination Testing Thread

Discussion in 'ASB' started by Deck Knight, Jul 15, 2011.

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  1. Temperantia

    Temperantia

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    I believe ToxicJet and Shock Jet suffer a damage penalty since they involve a priority move. It should be 2 and 11 damage respectively, I think.
  2. Elevator Music

    Elevator Music
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    I'm not sure this is the best place to ask about this, but I figure it pertains mainly to combinations so I will ask here: How does Torment affect combination usage?

    In a battle I am reffing (don't look at it if you think it will bias you?), one combatant used Waterfall in the previous round, and is attempting to use a combo of Aqua Jet/Waterfall in the current round... HOWEVER, earlier in the current round the opponent is using Torment.

    How should the combo be reffed? I can see sides for reffing it lots of different ways, allowing the combo (as a combo makes a new move), splitting the combo and just doing Aqua Jet, splitting the combo and just doing Aqua Jet with the whole combo's energy, or having the whole combo fail (because each piece is integral to its success), but I am neutral to all of them.
  3. LouisCyphre

    LouisCyphre heralds disaster.

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    Let's see if I can get non-attacking moves right. Both of these crack me up a bit.

    Swagger + Attract

    Move Data (open)
    Swagger: The Pokemon intimidatingly taunts the opponent, increasing their Attack by two (2) stages but confusing them as well.

    Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

    Attract: The Pokemon flirts with an opponent, releasing pink hearts from its body. It causes opponents of the opposite gender to be infatuated with the Pokemon and reduces their chance of attacking or otherwise using their attacks productively.

    Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

    Combination: The Pokémon flaunts their style, impressing opposite-gender foes and leaving them in a tizzy with their mad flair. The target foe is left both infatuated and confused; with a two-stage boost in Attack.

    Attack Power: -- | Accuracy: 95% | Energy Cost: 19 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: -2 | CT: Passive



    Teeter Dance + Attract

    Move Data (open)
    Teeter Dance: The Pokemon starts dancing a popular, captivating underground dance that includes spinning. The Pokemon spins so quickly it leaves an afterimage. This attack hits all adjacent Pokemon.

    Attack Power: -- | Accuracy: 100% | Energy Cost: 5 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

    Attract: The Pokemon flirts with an opponent, releasing pink hearts from its body. It causes opponents of the opposite gender to be infatuated with the Pokemon and reduces their chance of attacking or otherwise using their attacks productively.

    Attack Power: -- | Accuracy: 100% | Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Passive

    Combination: The Pokémon bewilders opposite-gender opponents and allies; drawing all attention to itself with a mystifying dance. The dance leaves targets dumbstruck; confusing them all and infatuating those of opposite gender.

    Attack Power: -- | Accuracy: 100% | Energy Cost: 17 | Attack Type: Other | Effect Chance: -- | Typing: Normal | Priority: -2 | CT: Passive
  4. Objection

    Objection

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    Toxic + Explosion

    Move Data (open)
    Toxic: The Pokemon lets out a dark purple gas at the opponent. The gas enters the opponent’s body through the pores and poisons the opponent. Over time the Toxic damage will gradually increase each round from 1 HP per action to 5 HP per action. Toxic damage resets if the Pokemon switches out.

    Attack Power: -- | Accuracy: 90% | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Poison | Priority: 0 | CT: Elemental

    Explosion: The Pokemon mechanically, through the mixing of noxious gases, or simply by release of pent up pressure, creates a massive explosion, fainting itself and causing massive damage to the opponent. This attack hits all adjacent Pokemon.

    Attack Power: 25 (user faints) | Accuracy: 100% | Energy Cost: 20 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 0 | CT: Force


    So, if this is a vaild combo, it's a 25 BP normal-type move with 95% accuracy, -2 priority, an energy cost of 40.5 (round to 41) and it hits all adjacent mons and inflicts toxic poison on all adjacent mons and the user faints after use. Is that right?

    EDIT: Psyshock + Psybeam:

    Move data (open)
    Psyshock: The Pokemon materializes its brain waves and sends them crashing into the opponent, hitting their Defense instead of their Special Defense.

    Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Special | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Set

    Psybeam: The Pokemon fires a shifting beam of mental energy at the opponent. The disorienting waves can confuse the opponent.

    Attack Power: 7 | Accuracy: 100% | Energy Cost: 5 | Attack Type: Special | Effect Chance: 10% | Typing: Psychic | Priority: 0 | CT: Elemental


    So its BP is 15, its accuracy is 100%, its EC is 16.5 (round to 17), its typing is Psychic, its priority is -2 and it calculates damage with the opponent's defence stat instead of special defence and has a 10% chance of confusion, correct?
  5. MK Ultra

    MK Ultra BOOGEYMAN
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    Surf+Iron Tail

    Data (open)
    Surf: The Pokemon summons a huge wave and rides it, crashing it down on the opponent. When Surf strikes a Pokemon in the middle of a Dive, it's Base Attack Power is 15 instead of 10. A water source such as a lake or ocean is necessary. This attack hits all adjacent Pokemon.

    Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: -- | Typing: Water | Priority: 0 | CT: Set

    Iron Tail: The Pokemon coats its tail in iron and sweeps it into the opponent. It can lower the opponent's defense by one (1) stage.

    Attack Power: 10 | Accuracy: 75% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: 30% | Typing: Steel | Priority: 0 | CT: Passive


    20 BP (half special, half physical)
    21 EN
    30% Flinch
    87.5% Accuracy
    -2 Priority
    Water Type

    Super Extremespeed


    Data (open)
    ExtremeSpeed: The Pokemon tackles the opponent with blinding speed. The attack is so blindingly fast it strikes even before other priority attacks. Only Fake Out can strike more quickly.

    Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Attack Type: Physical | Effect Chance: -- | Typing: Normal | Priority: 2 | CT: Passive


    18 BP (it says nothing about a >0 prio move with another >0 prio move)
    32 EN
    +4 Priority
    100% Accuracy
    Normal Type

    Fire Blast+Fire Blast

    Data (open)
    Fire Blast: The Pokémon summons a massive blast of fire that takes the shape of the Kanji. It has a chance to burn the opponent.

    Attack Power: 12 | Accuracy: 85% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental


    27 BP
    56 EN
    10% Burn
    85% Accuracy
    -2 Priority
    Fire Type

    Earthquake+Focus Punch

    Data (open)
    Earthquake: The Pokemon uses it mighty heft or inherent knowledge of tectonic manipulation to trigger an earthquake. The splitting earth and sudden impact causes major internal and external damage to the target. Trainers are encouraged to exercise caution and common sense when using this attack in certain structures. When Earthquake strikes a Pokemon in the middle of Dig, its Base Attack Power is 15 instead of 10. This attack hits all adjacent Pokemon.

    Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Set

    Focus Punch: The Pokémon’s fist glows white, gathering a massive amount of energy. While charging, the Pokemon must maintain absolute focus, or else the attack will fail.

    Attack Power: 15 | Accuracy: 100% | Energy Cost: 9 | Attack Type: Physical | Effect Chance: -- | Typing: Fighting | Priority: Charge: 6, Attack: -3. | CT: Passive


    25 BP
    24 EN
    Focus must be maintained.
    100% Accuracy
    Charge: +6 Priority, Attack: -5 Priority
    Ground Type

    Earthquake+Megahorn

    Data (open)
    Earthquake: The Pokemon uses it mighty heft or inherent knowledge of tectonic manipulation to trigger an earthquake. The splitting earth and sudden impact causes major internal and external damage to the target. Trainers are encouraged to exercise caution and common sense when using this attack in certain structures. When Earthquake strikes a Pokemon in the middle of Dig, its Base Attack Power is 15 instead of 10. This attack hits all adjacent Pokemon.

    Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Set

    Megahorn: The Pokémon’s horn glows with a white sheen and rams it straight into the opponent.

    Attack Power: 12 | Accuracy: 85% | Energy Cost: 8 | Attack Type: Physical: | Effect Chance: -- | Typing: Bug | Priority: 0 | CT: Force


    22 BP
    22.5 EN
    92.5% Accuracy
    -2 Priority
    Ground Type

    Earthquake+Smack Down

    Data (open)
    Earthquake: The Pokemon uses it mighty heft or inherent knowledge of tectonic manipulation to trigger an earthquake. The splitting earth and sudden impact causes major internal and external damage to the target. Trainers are encouraged to exercise caution and common sense when using this attack in certain structures. When Earthquake strikes a Pokemon in the middle of Dig, its Base Attack Power is 15 instead of 10. This attack hits all adjacent Pokemon.

    Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Physical | Effect Chance: -- | Typing: Ground | Priority: 0 | CT: Set

    Smack Down: The Pokemon hurls an energized rock or other natural materials at its opponent. The energized field disrupts an opponent's flight or levitating capabilities and they come crashing to the ground for six (6) actions. They will be unable to fly or evade Ground-type attacks until the effect wears off. With some effort they can use electromagnetic or ballast capabilities to hover and move; however, they will be stuck low enough to the ground to be effected until Smack Down's effect wears off. Smack Down's effect does not apply to the opponent if it is behind a Substitute or if it is using Roost on the turn that Smack Down is used.

    Attack Power: 5 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Rock | Priority: 0 | CT: Set


    15 BP
    16.5 EN
    Target crashes to the ground
    -2 Priority
    Ground Type
  6. Dogfish44

    Dogfish44 Banned from 22 Casinos
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    Couple of questions:

    Why in the Extremespeed + Bullet Punch example is there no BP halved for Extremespeed as well as bullet punch?

    And how does priority power loss work in a combo of 2 identical priority moves - Mach Punch + Mach Punch, for example.

    Also, am I the only person who finds 2*same move EN costs ridiculously high? Assumming E = Combo EN Cost and X = Base EN cost of the move, the formula is:

    E = 4X + 8

    Which is ridiculous. An 8 EN move costs 40 EN to combo, a 10 EN move costs 48 EN. There is something obscenely high here.
  7. Rising_Dusk

    Rising_Dusk
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    Because ExtremeSpeed is the primary power move. You don't halve all priority moves, only supporting ones. So in the case of Earthquake + Mach Punch, Mach Punch is halved, just like in the case of ExtremeSpeed + Mach Punch. If you were doing something like Earthquake + ExtremeSpeed, ExtremeSpeed's BAP would be halved because it's the supporting move in such a case.

    Also, those energy costs are intentionally prohibitive. Same-move combos shouldn't get used often to both encourage diversity and creativity.
  8. ToastTyrant13

    ToastTyrant13

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    Here's something I wanted to try out in a battle against Albinoloon. Great combo imo.

    Paleo Wave (open)
    Paleo Wave: The Pokemon fires a beam of ancient energy that can disrupt the opponent's offensive power, lowering their Attack by one (1) stage.

    Attack Power: 9 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 20% | Typing: Rock | Priority: 0 | CT: Elemental

    Flamethrower (open)
    Flamethrower: The Pokémon emits a stream of flames from its mouth. It has a chance to burn.

    Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Attack Type: Special | Effect Chance: 10% | Typing: Fire | Priority: 0 | CT: Elemental


    A Stratagem line exclusive move, but still an interesting combo!
    Magma Surge (open)
    Magma Surge: The pokemon fires a destructive stream of magma from it's mouth; drawing energy from it's core. It's intensity has a chance to burn the opponent, or cause it's Attack to fall one (1) stage.

    Attack Power: 19 | Accuracy: 100% | Energy Cost: 21 | Attack Type: Special | Effect Chance: 10% Burn; 20% Special Defense drop | Typing: Fire | Priority: -2 | CT: Elemental



    Basicly, a defensive take on Rebble / Boulderdash / Stratagem. A high chance of burn or an attack drop (30% total) allows you to potentially cripple the foe, while this combination provides for a powerful Fire type attack outside of the average Flamethrower.
  9. Tortferngatr

    Tortferngatr

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    I think it would be more of a "Magma Stream" coming from Stratagem's "mouth."
  10. ToastTyrant13

    ToastTyrant13

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    Fixed.
  11. C$FP

    C$FP

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    I am not sure how stuff like this would work for Scizor, since he has Technician and Light Metal. So, here is what I think it would look like.

    Bullet Punch (open)
    Bullet Punch: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick strike on the opponent, outpacing their attack.

    Attack Power: 4 | Accuracy: 100% | Energy Cost: 3 | Attack Type: Physical | Effect Chance: -- | Typing: Steel | Priority: 1 | CT: Elemental

    After Technician and Light Metal come in:

    Bullet Punch: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick strike on the opponent, outpacing their attack.

    Attack Power: 6 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Typing: Steel | Priority: 2 | CT: Elemental

    Rock Smash (open)
    Rock Smash: The Pokemon smashes the ground or a free-standing boulder near the opponent, shattering it to pieces. The quick impact of the rocks can lower the opponent's Defense by one (1) stage.

    Attack Power: 4 | Accuracy: -- | Energy Cost: 3 | Attack Type: Physical | Effect Chance: 50% | Typing: Fighting | Priority: 0 | CT: Passive

    Rock Smash: The Pokemon smashes the ground or a free-standing boulder near the opponent, shattering it to pieces. The quick impact of the rocks can lower the opponent's Defense by one (1) stage. The user outpaces the opponents attacks.

    Attack Power: 6 | Accuracy: -- | Energy Cost: 4 | Attack Type: Physical | Effect Chance: 50% | Typing: Fighting | Priority: 1 | CT: Passive

    Bullet Smash (open)
    Bullet Smash: The Pokemon energizes their fist with a steely glow then delivers a lightning-quick smash to the ground or a free-standing boulder near the opponent, shattering it to pieces and outpacing the opponent. The quick impact of the rocks can lower the opponent's Defense by one (1) stage.

    Attack Power: 9 | Accuracy: -- | Energy Cost: 12 | Attack Type: Physical | Effect Chance: 50% | Typing: Steel | Priority: 3


    I am not sure if Light Metal and Technician should come in after the combo, but I sure hope not! I would like a second opinion on this, as with my Scizor (and even Metagross) I would love to use combos mixing up Bullet Punch, Rock Smash, Pursuit, Fury Cutter, and possibly even other moves.
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